re-write defaults.yaml
Re-writing defaults.yaml to enter values from C&C Gold. Vehicles & tanks have a small explosion by default now.
This commit is contained in:
committed by
Matthias Mailänder
parent
43995ebb28
commit
382997086d
@@ -1,42 +1,18 @@
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^Vehicle:
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AppearsOnRadar:
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Mobile:
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Crushes: crate
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TerrainSpeeds:
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Clear: 60
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Rough: 40
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Road: 100
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Tiberium: 40
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BlueTiberium: 40
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Beach: 40
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ROT: 5
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SelectionDecorations:
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Selectable:
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Voice: VehicleVoice
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TargetableUnit:
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TargetTypes: Ground
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Buildable:
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Queue: Vehicle
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Repairable:
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Passenger:
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CargoType: Vehicle
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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AcceptsCloakCrate:
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WithSmoke:
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^Tank:
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AppearsOnRadar:
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Mobile:
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Crushes: wall, crate, infantry
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TerrainSpeeds:
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Clear: 80
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Rough: 70
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Road: 100
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Tiberium: 70
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BlueTiberium: 70
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Beach: 70
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Clear: 25
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Rough: 25
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Road: 25
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Tiberium: 25
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BlueTiberium: 25
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Beach: 25
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ROT: 5
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SelectionDecorations:
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Selectable:
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@@ -45,21 +21,68 @@
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TargetTypes: Ground
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Buildable:
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Queue: Vehicle
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Repairable:
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Repairable:
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Chronoshiftable:
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Passenger:
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CargoType: Vehicle
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IronCurtainable:
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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AcceptsCloakCrate:
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WithSmoke:
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Explodes:
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Weapon: UnitExplodeSmall
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^Tank:
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AppearsOnRadar:
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Mobile:
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Crushes: wall, crate, infantry
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TerrainSpeeds:
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Clear: 25
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Rough: 25
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Road: 25
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Tiberium: 25
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BlueTiberium: 25
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Beach: 25
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ROT: 5
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SelectionDecorations:
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Selectable:
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Voice: VehicleVoice
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TargetableUnit:
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TargetTypes: Ground
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Buildable:
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Queue: Vehicle
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Repairable:
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Chronoshiftable:
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Passenger:
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CargoType: Vehicle
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IronCurtainable:
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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AcceptsCloakCrate:
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WithSmoke:
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Explodes:
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Weapon: UnitExplodeSmall
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^Helicopter:
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AppearsOnRadar:
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UseLocation: yes
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TargetableAircraft:
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TargetableUnit:
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TargetTypes: Air
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GroundedTargetTypes: Ground
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SelectionDecorations:
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Selectable:
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Voice: VehicleVoice
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@@ -69,6 +92,10 @@
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LandWhenIdle: false
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Buildable:
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Queue: Aircraft
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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@@ -79,7 +106,9 @@
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Armor:
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Type: None
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RevealsShroud:
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Range: 5
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# Range: 4
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Range: 3
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# default range value for infantry is 1 in C&C, but OpenRA renders vision slightly differently.
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AutoTarget:
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ScanRadius: 4
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Mobile:
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@@ -87,13 +116,13 @@
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SharesCell: true
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TerrainSpeeds:
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Clear: 90
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Rough: 80
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Road: 100
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Tiberium: 70
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Rough: 90
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Road: 90
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Tiberium: 90
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PathingCost: 1000
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BlueTiberium: 70
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BlueTiberium: 90
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PathingCost: 1000
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Beach: 80
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Beach: 90
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SelectionDecorations:
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Selectable:
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Voice: GenericVoice
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@@ -107,12 +136,18 @@
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AttackMove:
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Passenger:
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CargoType: Infantry
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HiddenUnderFog:
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PoisonedByTiberium:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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SpawnViceroid:
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Probability: 2
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CrushableInfantry:
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DetectCloaked:
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Range: 1
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^CivInfantry:
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Inherits: ^Infantry
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@@ -126,22 +161,24 @@
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Voice: CivilianMaleVoice
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Bounds: 12,17,0,-9
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Valued:
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Cost: 70
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Cost: 10
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Tooltip:
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Name: Civilian
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Mobile:
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Speed: 4
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Health:
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HP: 25
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# HP: 25
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HP: 5
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RevealsShroud:
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Range: 2
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Range: 3 #arbitrary. Assuming it should be 1, like infantry.
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# In practice, it seems that OpenRA renders vision range differently. Assuming it should be 1 for this unit.
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AttackFrontal:
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PrimaryWeapon: Pistol
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ActorLostNotification:
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Notification: civdead1.aud
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NotifyAll: true
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ScaredyCat:
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RenderInfantryPanic:
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RenderInfantryPanic:
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AttackMove:
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JustMove: yes
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CrushableInfantry:
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@@ -154,6 +191,10 @@
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Voice: GenericVoice
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TargetableUnit:
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TargetTypes: Air
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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@@ -168,6 +209,10 @@
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Voice: GenericVoice
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TargetableUnit:
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TargetTypes: Ground, Water
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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@@ -200,8 +245,10 @@
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WithBuildingExplosion:
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DeadBuildingState:
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EmitInfantryOnSell:
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ValuePercent: 40
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ActorTypes: e6,e1
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MustBeDestroyed:
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GivesExperience:
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CaptureNotification@GDI:
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Race: gdi
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Notification: gdicapt1.aud
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@@ -254,7 +301,9 @@
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CapturableBar:
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RepairableBuilding:
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RevealsShroud:
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Range: 3
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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^CivField:
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Inherits: ^CivBuilding
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@@ -262,10 +311,6 @@
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Tooltip:
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Name: Field
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-WithBuildingExplosion:
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RenderBuilding:
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Palette: terrain
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EditorAppearance:
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UseTerrainPalette: true
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^CivFieldHusk:
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AppearsOnRadar:
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@@ -287,7 +332,7 @@
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Adjacent: 7
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TerrainTypes: Clear,Road
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, Wall
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Wall:
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CrushClasses: wall
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CrushSound: sandbag2.aud
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@@ -299,6 +344,34 @@
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: staticterrain
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GivesExperience:
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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Sellable:
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^HeavyWall:
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AppearsOnRadar:
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Building:
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Dimensions: 1,1
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Footprint: x
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BuildSounds: hvydoor1.aud
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Adjacent: 7
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TerrainTypes: Clear,Road
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TargetableBuilding:
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TargetTypes: Ground, Wall
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Wall:
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CrushClasses: wall
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CrushSound: sandbag2.aud
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LineBuild:
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Range: 8
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SelectionDecorations:
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Selectable:
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Priority: 1
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: staticterrain
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GivesExperience:
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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@@ -332,6 +405,24 @@
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EditorAppearance:
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RelativeToTopLeft: yes
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^Husk:
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Health:
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HP: 140
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Armor:
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Type: Light
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Husk:
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HiddenUnderFog:
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AppearsOnRadar:
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Burns:
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TargetableUnit:
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TransformOnCapture:
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ForceHealthPercentage: 25
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# Capturable:
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# Type: husk
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# AllowAllies: true
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# AllowNeutral: true
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# AllowEnemies: true
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^Bridge:
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Tooltip:
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Name: Bridge
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